Evaluates inter-episodic state inheritance and experience reuse, suggesting improved efficiency in task performance.
Standard reinforcement learning (RL) typically assumes that (1) the environment resets fully aftereach episode, and (2) learning relies on reward signals. These assumptions make it difficult tohandle tasks where a single episode is too short to reach the goal, and where necessary intermediateactions produce zero reward and terminate the episode.In this paper, we describe a simple extension: we split the environment state into an agent-specifictransient part and a global persistent part that is inherited across episodes. We also propose anevent-triggered experience buffer that stores zero-reward but goal-critical trajectories and reusesthem for behavior cloning in later episodes.We test this idea in the Sealed Corridor environment – a small grid world where the goal can onlybe reached after several generations of sacrificial actions. Experimental results across 30 randomseeds show that standard PPO often fails (60% failure rate) and requires many episodes (mean>2300) when it succeeds. DQN and a pure evolutionary baseline can occasionally succeed but areinefficient (mean >170 and >1000 episodes, respectively). In contrast, our method (with thepersistent state and experience buffer) achieves a mean of 70.2 episodes to first success andsucceeds in all 30 seeds (p < 1e-10 compared to baselines).These results, obtained in a very simple environment, suggest that adding inter-episode statepersistence and a mechanism to reuse zero-reward but critical trajectories may be beneficial fortasks that require multi-step coordination across episodes. The work is a proof-of-concept; theabsolute performance and the complexity of the environment are both low.
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guoyong chen (2026) studied this question.
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